sorry I am late. but there we have my model from this week.
quite tricky to give feedback to others because there are such a good jobs and I am still a beginner.
Tried tackling the advanced week 2 one but got majorly frustrated trying to create the wedge shape with beveled corners and couldn't do it so I made the other piece.
trying to create the wedge shape with beveled corners and couldn't do it so I made the other piece.
Post how far you got or what was giving you trouble, so that people can give advice.
Since that is the purpose of the thread, not just posting finished pieces
Post how far you got or what was giving you trouble, so that people can give advice.
Since that is the purpose of the thread, not just posting finished pieces
Well seeing as I deleted it and continued with a separate piece I can't.
Missed a bunch of stuff off and cocked up some of the scales on this one, I want to get closer to finished on my pistol before the polycomp starts tommorow so this is it for me. Awesome choice of subject.
Mossbros: I started the main body of the cylinder with 50 sides (so i can instance one section 5 times) and 18 height segments. So when I drew out my rectangle that intersected with the cylinder I just adjust the width segments and the length segments until they lined up somewhat nicely with those of the cylinder, than ran a proboolean, Clean up some geo, Some chamfers/support geo, Viola. If you go to tackle it again and have issues, Post some images so we can help solve it
Mossbros: I started the main body of the cylinder with 50 sides (so i can instance one section 5 times) and 18 height segments. So when I drew out my rectangle that intersected with the cylinder I just adjust the width segments and the length segments until they lined up somewhat nicely with those of the cylinder, than ran a proboolean, Clean up some geo, Some chamfers/support geo, Viola. If you go to tackle it again and have issues, Post some images so we can help solve it
Thanks for the tip, I was doing it by pulling geometry from the cylinder which is why I was having trouble. I've always stayed away from booleans ever since I did product design I assumed that they are the spawn of Satan.
Fun Challenge, on a side note s6 what do you call this (It some form of bolt). Plus is the 1st piece I created for the beginner and the whole piece the advanced, it wasn't separated like Week 1.
Cammador: Looking good man! A couple tips from my point of view:
First, The DOF on your render is a bit much, and takes away from the model I think. Some portions that are rather close to the camera are blurring out and it makes the render read a little weird. Perhaps pull the Near blur all the way off and back the far up a bit?
Second, It's important to pay close attention to the proportions of the concept. I'd say even my shot at it, I didn't nail crucial proportions, Looking back at it now. It appears like the box shape that is cut into the main cylinder body is a bit too thin atm.
Doing paint overs or visualizing how things relate to each other is usually pretty helpful in getting started with the block out and getting things accurate. This, For example.
Not a perfect Paint over, but I feel it's fairly accurate to what is going on with the object.
The nice thing about working in 3d is that it's really easy to dupe geometry and check pr options like this.
Fun Challenge, on a side note s6 what do you call this (It some form of bolt). Plus is the piece I created for the beginner and the whole piece the advanced, it wasn't separated like Week 1.
I think its an air filter for the intake of a rotary vane pump. I don't know why I know this.
The only thing that stands out to me are the threads. There should only be one spiral for anything that is threaded unless its something like a drive screw or gears. Otherwise, looks pretty solid to me.
Its not the same pitch, but its a decent example of threading.
Decided to have a go on the 2nd week, missed out on the first week.
I honestly kinda rushed through this one and butchered the proportions, but I overall enjoyed the practice on my hard surface abilities. Got QUITE sloppy towards the end in making the screw for the big vertical pipe and whatnot.
shirogatsu, the render looks great. And thanks for starting this, s6.
I gave it a few hours, I had poor judgement when I started with the front part where the screws are and threw off the proportions there, but it was fun just doing some sub-d modeling. My edges are probably too sharp, but maybe I'll go back later and fix up some things.
I still have to do the part that plugs above, but damn I have had some issues with the extruding part with the 2 holes on it... I see people either got weird edges going on or the shape isn't the same.. and another thing people seem to be skipping is the whole fact that the whole thing is shaped a bit like a barrel, with the middle being thicker than the extremes...
I just checked and only s6 and AkiRa did it. I did it too, but because of it I got some slightly ugly edge highlights near the middle. I've tried getting rid of them but no matter how much I modify, there's a very slight highlight variation there.
Yeah, I was going to mention this at some point The thing I like about it actually being curved it that is lent itself well to the extrusion's curve on the outer edge, and helps emulate that shape.
I'm sorry Alex, I did catch your post, But I misunderstood what you had wrote.
To answer your question: I'm testing out the idea of having a single uniform concept for everyone to work from, And depending on your skill level you can choose to tackle different portions of it.
I've seen so far, and have had feedback personally, that it is a bit confusing. So we might ditch this idea next week. Depending on how many people participate as well, I may consider moving into 2 objects per week, as the first week was received very well in that format.
Oh and this is how my model is looking right now. There are some scale issues as well as some parts of the mesh that could have been done better, but hey. I will fix the scale once I finish the top part that's currently missing.
I'm sorry Alex, I did catch your post, But I misunderstood what you had wrote.
To answer your question: I'm testing out the idea of having a single uniform concept for everyone to work from, And depending on your skill level you can choose to tackle different portions of it.
I've seen so far, and have had feedback personally, that it is a bit confusing. So we might ditch this idea next week. Depending on how many people participate as well, I may consider moving into 2 objects per week, as the first week was received very well in that format.
Thanks for joining us by the way
I think two objects per week is a great idea, so we can choose which one to model some objects are more complex than others.
At the beginning people were concern about the simplicity of the objects, perhaps the pieces are not to difficult to model,(for me is hard enough) I though we can make this challenger more interesting if we also post the number of polys. to see who can model with the less number.
I am new in this world thinking in creating assets for games and I know this models are high poly not efficient for games.
what field is more likely to get you a job modelling hard surfaces?
Hi-poly models are still a must for gaming dev, as you use these models to bake the normal map (and others like AO, etc..) information into the low-poly game-friendly meshes.
I see, I been reading most of the post with all the ideas being thrown out, just wasn't to sure if the original concept had changed/what was added.
In that case ill go back to Week 1 do the advanced and finish Week 2 by doing the whole piece. Will just need to rework my week to allow myself more time from now on.
Hey guys, decided to join in on the boards as well after some time lurking around! I found this style of challenge (week two) to be great, really not much difference to the style of the first week is it? I broke the bigger piece down into different parts as well. You tell me how that worked out for me haha! Let me know what you think!
Hi-poly models are still a must for gaming dev, as you use these models to bake the normal map (and others like AO, etc..) information into the low-poly game-friendly meshes.
thanks mate.
I think my questions wasn't clear enough. I though sometime like this perhaps would help us to get a job with engineers designer for cars, planes or any mechanical needs.
As Mik Said, the Highpoly portion of Game Art is still a very relevant, if not more relevant than ever, aspect of the Game art pipeline. It allows you to transfer high resolution details onto low resolution optimized geometry to emulate a more detailed appearance.
If the question is more in regards to subject matter, the easiest answer I can think of is: Hard surfaces are hard surfaces. Principles of highpoly modeling apply to a variety of subject matters across the board. So this Solenoid, Or whatever mechanical piece this is might not be a common subject matter for games, The principles and process used in creating can apply to almost any Hard Surface.
How are you guys terminanting the helix shape/threading on the screw? I'm always getting some artifacts and would like to get some clean results that I've seen here.
Hey! I don't post here often but I really liked these challenges so I decided to try it myself. It took me a lot longer to make than I thought but I learned a lot of new things while doing this.
Heyho,
first off, thank you s6 for putting together the challenge, it's a fun exercise and i already learned a lot!
To my model: It took me longer then expected and the proportions are off here and there. But overall i'm pretty satisfied with the result.
Can't wait for the next Challenge!
Congrats on the Recap guys! Wouldn't be possible without all you, you're awesome!
Froxi: Nice edges man!
ayoub44: Take note of how many bolt holes there are on the shape. It's important to pay close attention to the concept when modeling. Not to mention it makes your life easier when you can instance 1/5th of the object 5 times instead of doing 5X the work.
WhiteDevil: looking good buddy! I like the curve on the rectangular extrusion. Just keep your edge width in mind. Some edges are a little tight.
MeshPotato: That's a good attempt. But I think a fatal flaw here is starting with far too little geometry. Observe other peoples posts and check out their wireframes to see how much geometry is involved.
Tavor: Good rip man. You could see here on the top of the "Can" there isn't much edge, as well as some other area's. Keep Edge width on your high poly in mind to avoid those sharp edges.
Replies
quite tricky to give feedback to others because there are such a good jobs and I am still a beginner.
let's keep this tread alive.
The shape I struggled with
The little piece.
Wires
Post how far you got or what was giving you trouble, so that people can give advice.
Since that is the purpose of the thread, not just posting finished pieces
Well seeing as I deleted it and continued with a separate piece I can't.
Missed a bunch of stuff off and cocked up some of the scales on this one, I want to get closer to finished on my pistol before the polycomp starts tommorow so this is it for me. Awesome choice of subject.
Shaded Grey - - - - - -Wireframe
Moss - That render is reaallly hard to read, I am just seeing black on black with hightlights
The bolt looks nice from what I can see tho!
WIRES + flat*er* render
Slowly getting there I guess
@moss : look at what s6 posted
Mossbros: I started the main body of the cylinder with 50 sides (so i can instance one section 5 times) and 18 height segments. So when I drew out my rectangle that intersected with the cylinder I just adjust the width segments and the length segments until they lined up somewhat nicely with those of the cylinder, than ran a proboolean, Clean up some geo, Some chamfers/support geo, Viola. If you go to tackle it again and have issues, Post some images so we can help solve it
Thanks for the tip, I was doing it by pulling geometry from the cylinder which is why I was having trouble. I've always stayed away from booleans ever since I did product design I assumed that they are the spawn of Satan.
That's what the Fresnel is for
But just for you.
one more
wire+shaded gray screen
Edit: less JPG
Advanced - Smoothed
Fun Challenge, on a side note s6 what do you call this (It some form of bolt). Plus is the 1st piece I created for the beginner and the whole piece the advanced, it wasn't separated like Week 1.
Advanced Wires
I think it's part of a motor, the muffler/exhaust.
Wires
Thanks for the guidance! I'll try to make the changes and post some updates when I get some more free time this week.
I think its an air filter for the intake of a rotary vane pump. I don't know why I know this.
The only thing that stands out to me are the threads. There should only be one spiral for anything that is threaded unless its something like a drive screw or gears. Otherwise, looks pretty solid to me.
Its not the same pitch, but its a decent example of threading.
Here's my go at this week's piece.
And the wires:
Wires
I honestly kinda rushed through this one and butchered the proportions, but I overall enjoyed the practice on my hard surface abilities. Got QUITE sloppy towards the end in making the screw for the big vertical pipe and whatnot.
Beauty shot in glorious Toolbag 2!
Wireframe
I gave it a few hours, I had poor judgement when I started with the front part where the screws are and threw off the proportions there, but it was fun just doing some sub-d modeling. My edges are probably too sharp, but maybe I'll go back later and fix up some things.
Link to wireframe render.
I just checked and only s6 and AkiRa did it. I did it too, but because of it I got some slightly ugly edge highlights near the middle. I've tried getting rid of them but no matter how much I modify, there's a very slight highlight variation there.
Good eye Mik Glad your paying attention!
To answer your question: I'm testing out the idea of having a single uniform concept for everyone to work from, And depending on your skill level you can choose to tackle different portions of it.
I've seen so far, and have had feedback personally, that it is a bit confusing. So we might ditch this idea next week. Depending on how many people participate as well, I may consider moving into 2 objects per week, as the first week was received very well in that format.
Thanks for joining us by the way
I think two objects per week is a great idea, so we can choose which one to model some objects are more complex than others.
At the beginning people were concern about the simplicity of the objects, perhaps the pieces are not to difficult to model,(for me is hard enough) I though we can make this challenger more interesting if we also post the number of polys. to see who can model with the less number.
I am new in this world thinking in creating assets for games and I know this models are high poly not efficient for games.
what field is more likely to get you a job modelling hard surfaces?
In that case ill go back to Week 1 do the advanced and finish Week 2 by doing the whole piece. Will just need to rework my week to allow myself more time from now on.
Thanks glad to have found the thread.
(Wires)
Big props to s6 for putting down the hours for the rest of us to learn!
I think my questions wasn't clear enough. I though sometime like this perhaps would help us to get a job with engineers designer for cars, planes or any mechanical needs.
If the question is more in regards to subject matter, the easiest answer I can think of is: Hard surfaces are hard surfaces. Principles of highpoly modeling apply to a variety of subject matters across the board. So this Solenoid, Or whatever mechanical piece this is might not be a common subject matter for games, The principles and process used in creating can apply to almost any Hard Surface.
Wire=> http://i.imgur.com/oFWwXQU.png and http://i.imgur.com/PkEUNCC.png
And thanks for starting this thread, s6.
wires one and two
And wires here.
Wires : Smoothed \ Unsmoothed
Wired: SmoothedUnsmoothed
Mdiamond: Take a look at the bottom of a persons post who did the bolt, generally they will have wire frames for you to study.
wires
Edit: s6 have you concidered weekly "Soft Surface Challenge" (bird wings, chicken legs, paws, fish fins...)?
Wire:
http://imgur.com/Q31xaIx,xmJSNpV,Uc4QifS#2
Wire
first off, thank you s6 for putting together the challenge, it's a fun exercise and i already learned a lot!
To my model: It took me longer then expected and the proportions are off here and there. But overall i'm pretty satisfied with the result.
Can't wait for the next Challenge!
Render:
smoothed wires
unsmoothed wires
Wires
1,087 tris \ 1,015 verts
Froxi: Nice edges man!
ayoub44: Take note of how many bolt holes there are on the shape. It's important to pay close attention to the concept when modeling. Not to mention it makes your life easier when you can instance 1/5th of the object 5 times instead of doing 5X the work.
WhiteDevil: looking good buddy! I like the curve on the rectangular extrusion. Just keep your edge width in mind. Some edges are a little tight.
MeshPotato: That's a good attempt. But I think a fatal flaw here is starting with far too little geometry. Observe other peoples posts and check out their wireframes to see how much geometry is involved.
Tavor: Good rip man. You could see here on the top of the "Can" there isn't much edge, as well as some other area's. Keep Edge width on your high poly in mind to avoid those sharp edges.
Had to get in on this! Been playing with this over the past two lunches.
Wires
The mistakes i do today, is the success im working for tomorrow
lovely frase.
Guys make the bolt is really hard, I am fightying for the last 2 hours.
please dont post the new objects for next week yet